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Pitching the Series to the Suits---Char Gen and House Rules.

Posted by Starfleet CommandFor group 0
Starfleet Command
GM, 1 post
Sending ships into danger
since about 2136...
Sat 20 May 2017
at 07:09
  • msg #1

Pitching the Series to the Suits---Char Gen and House Rules

Character Creation:

You can find the Fate Accelerated rules here:

http://www.evilhat.com/home/fate-core-downloads/

For the most part, character creation will be the same as basic FAE. However, there are some tweaks and add-ons to better fit Star Trek.

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Aspects: Almost exactly the same as basic FAE rules with one exception for your high concept.

High Concept: Please include your species and bridge role (Example: Dashing Human helmsman from Risa)
Trouble: Like base FAE (I've never trusted Klingons, and I never will)
Additional Aspect: Like base FAE (Spaceship-aholic)

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Approaches: To better simulate the shenanigans that Starfleet officers do, I've replaced descriptive approaches with department-oriented approaches.

Command: This is the interaction approach. It encompasses how well you can influence others, whether that be through leadership, deception, persuasion, or intimidation. This is how you rally beleaguered officers or talk down a hostile band of aliens. It is your default communication skill.
Wits: This is the instinct approach. It deals with how quickly you can react impending danger, out-think opponents, or develop a creative solution. It is your default defense trait, and also used to pilot a ship/vehicle.
Security: This is the main combat approach. It deals with how well you detect hidden enemy threats, or fight. It is your default attack trait, and also used to determine initiative.
Engineering: This is the technical approach. It is used to interact with technology, such as repairing broken equipment, programming computers, and figuring out alien technology.
Science: This is the intelligence approach. It represents how book smart you are, how much you know---from cultivating quadrotriticale to Klingon courtship rituals---and how well you can learn new things. It is the default perception trait you would use when pulling out a tricorder.
Medical: This is the all-things-living approach. Use this approach to find out how to treat injured people or undo physical, mental, or emotional harm. It is also the default skill to use when scanning for biological threats or forensic analysis.

I believe this approach reskin helps players be the best at what they want to do. It also guides you towards the character you want to be. For example, a daring First Officer who wants to lead her team into danger and outsmart any Klingon who crosses her path will probably choose to prioritize Command and Wits. However, a ship-junkie Helmsman might favor Wits and Engineering to make sure that a crash-landing on an alien planet doesn't leave him stranded. As for a Communications officer who is a linguistic specialist, he might prioritize Command and Science:.

You should use the basic Approach array: one at +3, two at +2, two at +1, and one at 0

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Stunts: This is almost exactly the same as basic FAE with a slight change in phrases for stunts that modify approaches.

Because I am a Smooth Talker, I get +2 when I use Command to Create Advantages when I'm in conversation with someone.

As PbP is rough on people who pick once per session stunts, I will houserule that they can refresh sooner (probably every three scenes or so).

We will start with ONE stunt.

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Stress, Consequences, and Getting Taken Out: Exactly the same as basic FAE. The only difference is that the Medical approach can be used to reduce and remove consequences based on severity and if you have the right tools...

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Healing: Healing is similar to basic FAE. Stress will disappear at the end of the scene, and consequences will diminish until they disappear. However, you can use Medical to overcome obstacles to reduce the severity of consequences. The base Target Number will be equal to the number of shifts of stress that box can hold. Succeeding with style will reduce the severity by two steps. NOTE: This means you cannot reduce the severity of a consequence if there is no box to move it down to.

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Equipment: These are aspects that cover your basic away-team gear, like phasers, communicators, tricorders, and so on. Each character has four equipment slots. The amount of slots you need for equipment depends its rank, so you could carry 4 Rank I items, 2 Rank I and 1 Rank II item, 2 Rank II items, or 1 Rank I item and 1 Rank III item. Note that these do not replace regular boosts, created advantages, or character aspects. Finally, there is a not insignificant possibility that you might LOSE these items during the course of story...

This list is a work in progress.

Rank I: Rank I equipment justifies being able to do something, such as attack at range, talk to each other at distance and the ship, or scan for things.
  • Communicator
  • Phaser I
  • Basic or Medical Tricorder
  • Tool Kit

Rank II: Rank II equipment is treated like Rank I, but can also be invoked with a Fate Point to add +2 to Fate dice or reroll.
  • Phaser II
  • Medical Kit
  • Universal Translator
  • Repair Kit

Rank III: Rank III equipment is treated like Rank II, but also provide a free invoke per scene.
  • Phaser Rifle
  • Portable Surgery Station
  • AI-Asssisted Repair System
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Scenes, Sessions, and Milestones in Play-by-Post:

FAE was designed for playing in person, meaning there will have to be some tweaks for play-by-post. Scenes will work as normal, with the ending of action/things to do being the end of a scene. Sessions and campaigns will have to work a little differently. Instead of having sessions and campaigns, I'll take television series inspiration to heart and have "Episodes" and "Seasons." An episode will be the end of a session. The end of a campaign will be the end of a Season. I'll start a new thread for each episode, giving the number and the title (Ex: S1E1: Sybok's Brain).

Milestones are when your character advances (see p.33-34 of the FAE rulebook). Using Episodes and Seasons also makes Milestones easy. The end of an Episode will be a Minor Milestone. Every three episodes will be a Significant milestone. A major milestone will happen at the end of a Season.
This message was last edited by the GM at 13:08, Sun 17 Sept 2017.
Starfleet Command
GM, 2 posts
Sending ships into danger
since about 2136...
Sat 20 May 2017
at 14:05
  • msg #2

Pitching the Series to the Suits---Char Gen and House Rules

Posting Conventions: Please use the following conventions when posting
  • Tense: Third person present tense (Sulu grabs the sword and slashes at the Gorn!)
  • Dialogue: "Pick a color and stick with it," said the GM.
    • "Bold for yelling!"
    • "Small for whispering..."
    • Italics for thoughts...
  • OOC: Use orange text and make sure to post your rolls (it makes it easier for me to reference than to pull up a bunch of windows)
---

Aspects and Boosts: To make it easier for everyone to see, I'm going to capitalize and embolden aspects and boosts. I'll also use a simple color coding system. I'm going to use Green for aspects/boosts that help the PCs, Red for aspects/boosts that hurt the PCs, and Yellow for aspects that anyone can use. If it has a free invocation, I'll put a * next to it. If it is just a boost that disappears once used, I'll put B next to it.

For example, Lieutenant Uhura is CUNNINGLY CAMOUFLAGED* as she approaches the MOMENTARILY BLINDEDB Chekov in the DARK AND DIMLY LIT space dungeon manned by EAGLE-EYED Klingon guards.

Whenever you want to use an aspect or boost, make sure to type it in your post.
Starfleet Command
GM, 3 posts
Sending ships into danger
since about 2136...
Mon 22 May 2017
at 05:11
  • msg #3

Pitching the Series to the Suits---Char Gen and House Rules

Starships:

This section is a work in progress. Each starship has 2 aspects: Class and Specialization.

Starship Class: Each ship fits a class size. The class determines how large, maneuverable, dangerous, and sturdy a ship is.

Class 0: Shuttlecrafts and escape pods
Class 1: Civilian freighters, scout ships and science vessels
Class 2: Light cruisers
Class 3: Heavy cruisers
Class 4: Dreadnoughts
Class 5: Space station or outpost
Class 6: Starbase or Space Dock

The U.S.S. Vigilant is a Class 3 Heavy Cruiser also known as the Constitution Class.

Class determines its Shields (AKA stress boxes) and Hull (AKA consequences) a ship can take before being taken out or destroyed.

The U.S.S. Vigilant has 3 stress boxes and 3 consequences.

Specialization: The specialization aspect is what makes a ship within a class special. It is an aspect that the ship's crew can invoke using their own Fate points to help succeed on a mission. For example, a Class 2 Klingon Bird of Prey might have the Specialization Equipped with a Cloaking Device which its crew could invoke on Initiative rolls or defense rolls.

The U.S.S. Vigilant has the Rough and Ready Exploration Vessel specialty to reflect the Constitution class' reputation for durability and its purpose to boldly go where no one has gone before.

Starship Combat: The focus of this game is on away team missions and odd alien encounters, but ship combat may come up from time to time. The goal is to have everyone involved in ship combat, simulate scale, and to resolve them quickly.

Basic Combat:

Step 1: Compare classes to determine your base Target Numbers.

Target Number to Hit: Attacking ship's class - defending ship's class
Base Stress Shifts Inflicted: 1 + (Attacking ship's class - defending ship's class), or 1 if the defending ship's class is greater than the attacking ship's class.

It should be easier to hit bigger targets but harder to hurt them, and vice versa. For example, if a Class 3 vessel is attacking a Class 1 vessel, it would have a Target Number of 3 - 1 = 2. On a successful attack roll, the Class 1 vessel would take 1 + (3 - 1) = 3 stress. On the other hand, if the Class 1 vessel attacks the Class 3 vessel, it would only have to make a Target Number to Hit of -2, but a successful attack would do a Base Stress Shift of 1 because 1 + (1 - 3) = -1.

Step 2: Helm makes a Wits overcome obstacle roll versus their own ship's Class number in order to modify the Target Number to Hit.

Failure: You went hard to port when you should have gone hard to starboard, so -1 from the Target Number to Hit.
Tie: You either keep the Target Number to Hit the same or succeed at a minor cost discussed with the GM.
Succeed: You successfully carried out evasive maneuvers, so +1 to the Target Number to Hit.
Succeed With Style: You coaxed the best out of your ship, so +2 to the Target Number to Hit.

For example, if the Helms officer of the Class 1 vessel succeeded with style, the Class 3 ship would have to roll against a Target Number to Hit of 4.

Step 3: Tactical makes a Security attack roll against the modified Target Number to Hit, and determines Stress Inflicted

Failure: Miss!
Tie: Your shot still went wide, but you get a Boost for your next attack.
Succeed: Direct hit! Base Stress inflicted.
Succeed With Style: Lucky shot! Add +2 to Stress Inflicted.

For example, say the Class 3 vessel's Tactical officer rolls 5, the Class 1 vessel would have 3 incoming stress.

Step 4: Allocate stress and determine if you want to disable or destroy.

Using the above example, the Class 1 vessel would have to allocate 3 stress. It only has one Shields box and one Hull Damage box. It could put 1 shift of stress in the Shield Box, and take on the Leaking Warp Plasma consequence in its Hull Damage box to allocate the last 2 shifts of stress. Given its precarious situation, the Class 1 vessel probably wants to negotiate the terms of its surrender!

Other Stations During Combat: Helm and Tactical might be the stations making rolls, but they aren't the only stations involved with combat!

Creating Advantages: Each station can try to create advantages to help the combat situation either by identifying ship aspects or inspiring the crew. Your target number will depend on the situation.

First Officer: Use Command to create an advantage for any station (Helm, Tactical, Engineering, Science, Medical, Communications), including for Repair rolls.
Science: Use Science to create an advantage either by identifying enemy ship aspects or creating advantages to confront the enemy ship with (raise the Target Number to Hit by +2)
Engineering: Use Engineering to create an advantage for Tactical by diverting emergency power to weapons.
Medical: Use Medical to create an advantage for Engineering by helping evacuate damaged areas or keeping engineers alive so they can repair the ship.
Communications: Use Command to create an advantage for Helm by listening in on enemy frequencies.

Repair: Once the ship starts taking damage, Engineering and Medical will have to work together. Engineering keeps the ship in one piece, and Medical keeps the engineers in one piece.

Repairing Shield Damage: Use Engineering to overcome an obstacle. The target number is the number of stress shifts a shield box can take. For example, if you want to repair a 2 stress shield box, you would have a target number of 2.

Repairing Hull Damage: Use Engineering to overcome an obstacle. The target number is the number of stress shifts the consequence box holds. A successful check will reduce the severity of the hull damage down one step. For example, repairing a four stress hull damage box would have a TN of 4, and a successful check would clear the box and move it down to the two stress consequence box. Succeeding with style will move the box down two steps or remove it. NOTE: This means you cannot repair a consequence box if the next lowest box is occupied.

Medical's Role: Medical can create advantages to let Engineering add +2 or reroll the Fate dice by sending in medical teams or helping guide engineers out of damaged areas.

First Officer's Role: The First Officer can use Command to create advantages to help direct repairs.
This message was last edited by the GM at 12:06, Mon 22 May 2017.
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